get_blueprint_nodes
Retrieve all nodes and pins from any Blueprint graph before editing, including node IDs, types, positions, and connections. Supports single or all graphs with hidden pin options.
Instructions
Return every node in a Blueprint graph with full pin data.
Use this before editing a graph — it gives you node_id (GUID), node_name (short object name like 'K2Node_CallFunction_40'), node_type, position, function_name / event_name / variable_name where applicable, and a pins list (pin_id, pin_name, direction, type, default_value, linked_to).
graph_name special values: 'EventGraph' (default) — main event graph '*' or 'all' — EVERY graph in the Blueprint (EventGraph + functions + macros). Response has 'graphs' list with per-graph node lists, plus 'total_count'.
Args: blueprint_name: Asset name, e.g. 'ThePlayerCharacter' graph_name: Graph to inspect. Defaults to 'EventGraph'. Pass '*' or 'all' to get every graph at once. include_hidden_pins: Include hidden/internal pins in output.
Returns: Single-graph: Dict with 'nodes' list and 'count'. All-graphs: Dict with 'graphs' list (each has graph_name, nodes, count) and 'total_count'.
KB: see knowledge_base/01_BLUEPRINT_FUNDAMENTALS.md#overview Example: get_blueprint_nodes(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| graph_name | No | EventGraph | |
| blueprint_name | Yes | ||
| include_hidden_pins | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |